Bug Reports

Plot group sale:
Yep that probably explains why it was still selling then, although actually when i set london's wine to never sell it stopped selling, even though it was active in another town still..
Do plotgroups connect outside of borders? I have one town that has a gap from the rest and a road running to it, will this still be in the plot group?
Plotgroups spread across any plot with road, which your units are allowed to move on. This mean trade relation "aka open border", war and similar affects how far they spread. The rules are actually quite simple, but they are in the source only and I don't have that one in front of me right now. Maybe it would be good to add rules like that to the wiki.
 
Plot group sale:
Yep that probably explains why it was still selling then, although actually when i set london's wine to never sell it stopped selling, even though it was active in another town still..
Do plotgroups connect outside of borders? I have one town that has a gap from the rest and a road running to it, will this still be in the plot group?

Feudalism:
I am 90% sure I didn't have feudalism ever (although I had unlocked it), I just had the 'alert' pop up that my noble had been honoured in Town X. The being honoured part wasn't really a problem, it just depends if it was intended in design or not, as the feudalism civic says it is needed for 'honouring'.

House Building:
Yeah it would be good if it told you what it will build, at the moment it is just guess work based on speciality :D, but with the inventor, I had unlocked the tinker house, and got the inventor from tech, but then couldn't 'build his house' I could build it normally though.

Yes, plotgroups will connect if roads join through outside borders. That's how your cities know if they are connected to a Trading Post.

Nobles shouldn't becoming honored since they started as honor. Was it a noble or a squire? I think we should just go ahead and let units promote to the upgrade unit even if we don't have the correct Civic. This will be like a society that slowly changes it's policies since most policy changes were not instantaneous.

I added more help text to 'building a home' and changed the name to build workplace in this release. The type of building is self explanatory mostly if you know your units, but we can add help text to detail what buildings are built.

Not sure why your unit could not build with out saved game but units can't build if they can not join the city and there are several reasons why a unit cannot join a city. This command can easily be turn off in command.xml by making it not visible.

I added this command as an extra way to quickly build your infrastructure. Colonization's max turns was not designed to start with very few buildings, so it can take to long to build up your infrastructure and leaving you gimp. Besides, basic buildings were quick and cheap to build at that time. If there is concern with this being over powered we can add material costs, like 20 lumber.

Also, if production rates are balanced with the new infrastructer costs and turn length then perhaps this command can be dropped.
 
Yeah it was just with the inventor I found, he could join a city no problem, it just always send he couldn't build his home, so unless he is trying to build something other than an inventors house, I don't know what the problem was..

With the noble, it was my starting noble, I only caught the message at a glance, so it may have been something different, it was just around the same time as I discovered feudalism and read the 'honoured' bit and that made me thing is something wrong with this. but I really don't think it is a big deal and doesn't really damage game play, the big deal with feudalism is knights anyway so...
 
Yeah it was just with the inventor I found, he could join a city no problem, it just always send he couldn't build his home, so unless he is trying to build something other than an inventors house, I don't know what the problem was..

With the noble, it was my starting noble, I only caught the message at a glance, so it may have been something different, it was just around the same time as I discovered feudalism and read the 'honoured' bit and that made me thing is something wrong with this. but I really don't think it is a big deal and doesn't really damage game play, the big deal with feudalism is knights anyway so...

Ok, I'll check out the inventor and the noble. Nobles do train for some reason if garrisoned and I am thinking they should already be trained, so ill fix that too.

Yeah, knights are potentially the strongest Offensive unit in the game, matched only by the defensive Longbowman, so Feudalism is the best Civic for war.
 
I have noticed a little missfunction.
I sent a serf (I think) to a college to be trained as wine maker. And after the graduation, I sent him to another city to a wine shop, but when it started to work, it only produced 2 wine per turn, even though he is an specialist. I exited the game to prepare the save game and when reloaded, it worked well and produced the correct 6 wine per turn. Strange.

As you can imagine, there is no point to attach the savegame.

But I do attach a screen shot. I have noticed that a certain point it appeared this square doughnut without fog of war and another one on the other side of the continent, as you can see in the minimap. And they stayed there indefinitely.
 

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I have noticed a little missfunction.
I sent a serf (I think) to a college to be trained as wine maker. And after the graduation, I sent him to another city to a wine shop, but when it started to work, it only produced 2 wine per turn, even though he is an specialist. I exited the game to prepare the save game and when reloaded, it worked well and produced the correct 6 wine per turn. Strange.

As you can imagine, there is no point to attach the savegame.

But I do attach a screen shot. I have noticed that a certain point it appeared this square doughnut without fog of war and another one on the other side of the continent, as you can see in the minimap. And they stayed there indefinitely.

Right, I believe I know what the problem is, and that's the new Civilian Promotions. They are not being lost when the unit upgrades and they should be. It sounds like when you save and reload this error is fixed.

I am not sure about the fog of war. Perhaps play with the Debug DLL provided and it will reveal when this happens, then post a save game.

Thanks so much for the report and the feedback in your other posts. I'll reply to those when I get the chance.

Hearing about your guys experiences makes me excited for Nightinggale to fix the network code so we all can play games together:)
 
another bug, when you buy a boat from the immigration screen it gets stuck on the dock of the spice route as a person waiting to be collected :D but you can't do anything with it.

Hmm, yeah, buying ships from immigration screen was never accounted for. Thanks for pointing that out.:goodjob:
 
It sounds like when you save and reload this error is fixed.
The effects of promotions are no longer saved. Instead the game just saved what promotions a unit has. On load it loops those promotion and promote the unit to give the effects.

From what I can tell based on description alone (well what I think happened):
  1. the unit gets a promotion
  2. the unit gains effects of that promotion
  3. the unit is educated
  4. the unit loses the promotion
  5. 5: the effect of the promotion is removed

For some reason step 5 was skipped. The question is why and I think the answer lies in the function, which replaces the uneducated unit with the educated one.

Step 4 is the one responsible for the save-load fix works. This is a bonus from the JIT array save code branch and considering the goal was to rescue otherwise broken savegames, I say that branch is already a success.

I am not sure about the fog of war.
I'm clueless to that one too. A savegame would be quite interesting as I would love to have that one in a debugger.

Hearing about your guys experiences makes me excited for Nightinggale to fix the network code so we all can play games together:)
You mean I should work on network code instead of AI yield behavior?
 
Fair enough. It is back to yields. The more I look, the bigger the change is going to be meaning it will really take a while before it is useful. Based on my current plan (subject to change), the first step to remove yieldgroups is to teach the AI to use feeder service. Feeder service will then need some upgrades to work without human adjustments and quite possibly the AI should detect possible inputs to buildings in cities to set up import threshold. Once all that is in place, getting rid of groups like raw material is easy as the AI will no longer need this info. Instead it just exports whatever no city want for feeder import. In other words it will take a while before I even reach touching the yield groups.

I have no idea when anything like this will be useful, but getting rid of all yieldgroups is likely months away.

no do the yield behaviour then I can fix WHM Yields :P
If everything go as planned, then you will not really have to do anything. The yield groups will go away and the AI will use stone tools, iron tools etc because it will figure it is a good idea based on what buildings it can build, not because you told it that it is useful.
 
I am looking at addressing the "buying units from Immigation screen bug". I see where the cause is but I am undecided on how to fix it. The Immigration screen is really about Population Units, Units that are attracted to your towns. So, should we be able to purchase none population units in the Immigration screen?

If we do purchase them should they just appear next to your Harbor (if you have one)? Or, should they appear on a Trade Route plot? The later option just doesn't seem to fit, and I have a better option for the former one.

Already in the mod you can not "Summon" a ship unit from the Immigration screen until you built one yourself. So, I am thinking instead of summoning units from Immigration they can be instead "Hurried" in your cities production que at the same price as if you bought them. Currently the Hurry price is more than if you purchased it, but I don't see a huge imbalanced here if we make the price the same. The only difference is a couple or so more turns the unit has to travel to get to your Empire.

Also, we want remove ships from being purchased from the Spice Route as it is an advantage to purchase ships this way so you can load them. And since there is no loading in the Immigration screen there is no disadvantage.

What do you think?
 
Really I would just remove them from immigration screen and keep them in the spice route.

It makes sense that a major commercial port would have ships for sale, maybe their price needs to be increased.

I only bought a ship on the immigration screen because I happened to be there with some money and thought oh I will grab a ship too.

but they can be rushed at home and bought at the spice route, so really I think they are jsut unnecessary in the immigration screen and fit better with the spice route screen.
 
Really I would just remove them from immigration screen and keep them in the spice route.

It makes sense that a major commercial port would have ships for sale, maybe their price needs to be increased.

but they can be rushed at home and bought at the spice route, so really I think they are jsut unnecessary in the immigration screen and fit better with the spice route screen.

This makes sense. The only thing is the price to "rush" is a bit higher than the purchase price. However, I just tested things. If you have enough of the required materials such as 147 lumber and 30 tools the price to rush a Coastal Merchant is actually cheaper. So, maybe there is no imbalance here. Errr, except you lose the profit of lumber and tools.

Anyway, yes, this can be fixed by changing <iEuropeCost>-1000</iEuropeCost> to the -1000 or just -1.

The easy generic fix would be to only allow buying units using the same domain as the trade screen in question. DOMAIN_LAND should be possible to buy everywhere.

Writing it this generic will help if we add more domain types in the future.

Yep, except Immigration is not a "Trade Screen" with a domain. Anyway, I have added code to the Immigration.py to prevent sea units from being purchased there. Perhaps this should be made actually moddable where we have a global define to determine if sea units can be purchased there. Or, add iImmigationScreen price to UnitInfos.xml

I have tracked down a few of the other bugs...

The problem with Inventors not being able to build an Tinker's House is because they have no free building assigned in UnitInfos.xml. I added Tinker's House and it works fine now.

We just need to add <bisNoneTradeable>1</bisNoneTradeable> to all Techs that are not Tradeable such as Anarchy.

I have added code to so that when a unit Converts to another unit its promotions checks for bCivilian promotions and it does not give those to the new unit. The New unit of course can have its own bCivilian promotions.

bCivilian promotions at the moment are given as free promotions when the unit is first created. If we make a system were Civilians can actually gain promotions this will need to be changed as come Civilian promotions should be transferable. We should then call them bInnate Promotions, meaning they are specifically for that Unit and will not transfer.

The "Ships Waiting in Europe" message, well I looked over it and the code originates in Python and I wasn't sure how to address this. However, the thought just came to mind that I can check the units getUnitTradeMarket() and perhaps use that to tell what trade screen the unit is in and go to the correct screen. However, I haven't found the code yet that pulls up the screen.:confused: So, we may have to write our own code.

The code in question is in CvAdvisorUtils.py:

if (player.countNumTravelUnits(UnitTravelStates.UNIT_TRAVEL_STATE_IN_EUROPE, DomainTypes.DOMAIN_SEA)

We may can change countNumTravelUnits to look for the trade screen as well.
 
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